Camera Entity Question Created 19 years ago2005-09-08 13:08:56 UTC by CapnCrunch CapnCrunch

Created 19 years ago2005-09-08 13:08:56 UTC by CapnCrunch CapnCrunch

Posted 19 years ago2005-09-08 13:08:56 UTC Post #133228
This is probably a stupid problem, but I'm kind of nub so bare with. Okay, basically what I want to do is set up some resident evil style cameras. I need to know what kind of entity I tie the brush (area viewed by the camera) to so that i can go back and forth between cameras by walking into a new brush and back. (Resident Evil style). My second problem is with the camera itself. I place a camera with a func_target as it's target, but the ingame view is at like 90 deg and it pans to the target. How do i get a camera to start at and stay fixed on a target? :nuts: madness i know ;P
Posted 19 years ago2005-09-08 13:13:58 UTC Post #133229
Tutorial

Do everything it says in the tut and then see if you still have the problem. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-08 13:17:00 UTC Post #133230
Take advantage of the information on this site. There's a tutorial on using trigger_camera and quite a few maps in the map vault which use trigger_cameras.

To get a camera started out in the correct orientation, use the direction settings in the properties box for the trigger_camera.
Posted 19 years ago2005-09-09 12:26:39 UTC Post #133497
I printed off the tutorial a couple days ago... I get how to make a camera move on a track and all the little things that make a camera work, but i still have the problem. How do i make it so that a camera will hold permanently until you move on to a new brush? Right now i've just set the hold value to like 3600 so it'll hold for an hour. Is there any way I can set the value to hold forever (until triggered to do otherwise) or do i just need to set this field for some outrageous number? As for the orientation, i can get the camera into the right position, but the only view setting i can play with is rotation... is there a way to make it look up and down as well?
Posted 19 years ago2005-09-09 12:30:13 UTC Post #133499
Outrageous number, I think. Try 0 and -1, see if they crash the game/work to suit.

Use the Pitch, Yaw, Roll for the up-down bit. Field near the top of the entity properties in most FGDs. Pitch is up-down-ness.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-09 13:13:50 UTC Post #133508
What about ticking the follow-player tab?

That would look cool. (From a corner in the room)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-09-11 01:18:37 UTC Post #133891
Okay I can get it set up to start in the correct orientation, but it won't trigger unless i set a target. However when i set a target, it pans from the correct orientation to that target. Is there any way i can get it to ingnore the target function?

Also, I'm still hugely confused about the brush based entity i set up to trigger the camera. I know that it has to be a trigger_mult, and how to set it up to target the camera, but the timing valuables are funky. How should I set the "time before reset" value so that i can walk back and forth repeatedly between two brush based entities and the cameras will trigger accordingly?
Posted 19 years ago2005-09-11 01:20:29 UTC Post #133892
Oh... and I'm not really going for a "follow player" style game... but thanks for the idea.
Posted 19 years ago2005-09-11 01:54:02 UTC Post #133897
You can't have a camera without a target. You'll have to do a lot of trial and error, I guess.
Seventh-Monkey Seventh-MonkeyPretty nifty
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